Skip to content

Commit

Permalink
- Add cvars cl_gamename, sv_heartbeat, sv_flatline so standalone game…
Browse files Browse the repository at this point in the history
…s can customise their messages to the master server
  • Loading branch information
Thilo Schulz committed Feb 4, 2011
1 parent 0eb5d17 commit 67a8b27
Show file tree
Hide file tree
Showing 6 changed files with 60 additions and 18 deletions.
33 changes: 27 additions & 6 deletions README
Expand Up @@ -110,7 +110,8 @@ New cvars
cl_mouseAccelStyle - Set to 1 for QuakeLive mouse acceleration
behaviour, 0 for standard q3
cl_mouseAccelOffset - Tuning the acceleration curve, see below

cl_gamename - Gamename sent to master server in
getserversExt query
s_useOpenAL - use the OpenAL sound backend if available
s_alPrecache - cache OpenAL sounds before use
s_alGain - the value of AL_GAIN for each source
Expand Down Expand Up @@ -142,24 +143,27 @@ New cvars
com_ansiColor - enable use of ANSI escape codes in the tty
com_altivec - enable use of altivec on PowerPC systems
com_standalone (read only) - If set to 1, quake3 is running in
standalone mode.
standalone mode
com_basegame - Use a different base than baseq3. If no
original Quake3 or TeamArena pak files
are found, this will enable running in
standalone mode.
standalone mode
com_homepath - Specify name that is to be appended to the
home path
com_maxfpsUnfocused - Maximum frames per second when unfocused
com_maxfpsMinimized - Maximum frames per second when minimized
com_busyWait - Will use a busy loop to wait for rendering
next frame when set to non-zero value.
next frame when set to non-zero value
in_joystickNo - select which joystick to use
in_keyboardDebug - print keyboard debug info

sv_dlURL - the base of the HTTP or FTP site that
holds custom pk3 files for your server
sv_banFile - Name of the file that is used for storing
the server bans.
the server bans
sv_heartbeat - Heartbeat string sent to master server
sv_flatline - Heartbeat string sent to master server
when server is killed

net_ip6 - IPv6 address to bind to
net_port6 - port to bind to using the ipv6 address
Expand Down Expand Up @@ -354,9 +358,26 @@ Creating standalone games

+set com_homepath <homedirname>

to the command line. Example line:
to the command line. Then you can control which kind of messages to send to
the master server:

+set sv_heartbeat <heartbeat> +set sv_flatline <flatline>
+set cl_gamename <gamename>

The <heartbeat> and <flatline> message can be specific to your game. The
flatline message is sent to signal the master server that the game server is
quitting. Vanilla quake3 uses "QuakeArena-1" both for the heartbeat and
flatline messages.
The cl_gamename message is for dpmaster to specify which game the client
wants a server list for. It is only used in the new ipv6 based getServersExt
query.

Example line:

+set com_basegame basefoo +set com_homepath .foo
+set sv_heartbeat fooalive +set sv_flatline foodead
+set cl_gamename foo


If you really changed parts that would make vanilla ioquake3 incompatible with
your mod, we have included another way to conveniently build a stand-alone
Expand Down
21 changes: 17 additions & 4 deletions code/client/cl_main.c
Expand Up @@ -100,6 +100,8 @@ cvar_t *cl_guidServerUniq;

cvar_t *cl_consoleKeys;

cvar_t *cl_gamename;

clientActive_t cl;
clientConnection_t clc;
clientStatic_t cls;
Expand Down Expand Up @@ -3169,6 +3171,8 @@ void CL_Init( void ) {
// ~ and `, as keys and characters
cl_consoleKeys = Cvar_Get( "cl_consoleKeys", "~ ` 0x7e 0x60", CVAR_ARCHIVE);

cl_gamename = Cvar_Get("cl_gamename", GAMENAME_FOR_MASTER, CVAR_TEMP);

// userinfo
Cvar_Get ("name", "UnnamedPlayer", CVAR_USERINFO | CVAR_ARCHIVE );
Cvar_Get ("rate", "25000", CVAR_USERINFO | CVAR_ARCHIVE );
Expand Down Expand Up @@ -3715,7 +3719,6 @@ void CL_GlobalServers_f( void ) {
netadr_t to;
int count, i, masterNum;
char command[1024], *masteraddress;
char *cmdname;

if ((count = Cmd_Argc()) < 3 || (masterNum = atoi(Cmd_Argv(1))) < 0 || masterNum > MAX_MASTER_SERVERS - 1)
{
Expand Down Expand Up @@ -3753,14 +3756,24 @@ void CL_GlobalServers_f( void ) {
// Use the extended query for IPv6 masters
if (to.type == NA_IP6 || to.type == NA_MULTICAST6)
{
cmdname = "getserversExt " GAMENAME_FOR_MASTER;
int v4enabled = Cvar_VariableIntegerValue("net_enabled") & NET_ENABLEV4;

if(v4enabled)
{
Com_sprintf(command, sizeof(command), "getserversExt %s %s ipv6",
cl_gamename->string, Cmd_Argv(2));
}
else
{
Com_sprintf(command, sizeof(command), "getserversExt %s %s",
cl_gamename->string, Cmd_Argv(2));
}

// TODO: test if we only have an IPv6 connection. If it's the case,
// request IPv6 servers only by appending " ipv6" to the command
}
else
cmdname = "getservers";
Com_sprintf( command, sizeof(command), "%s %s", cmdname, Cmd_Argv(2) );
Com_sprintf(command, sizeof(command), "getservers %s", Cmd_Argv(2));

for (i=3; i < count; i++)
{
Expand Down
2 changes: 2 additions & 0 deletions code/qcommon/q_shared.h
Expand Up @@ -33,6 +33,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define CLIENT_WINDOW_MIN_TITLE "changeme2"
#define GAMENAME_FOR_MASTER "iofoo3" // must NOT contain whitespaces
#define HEARTBEAT_FOR_MASTER GAMENAME_FOR_MASTER
#define FLATLINE_FOR_MASTER GAMENAME_FOR_MASTER "dead"
#else
#define PRODUCT_NAME "ioq3"
#define BASEGAME "baseq3"
Expand All @@ -41,6 +42,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define CLIENT_WINDOW_MIN_TITLE "ioq3"
#define GAMENAME_FOR_MASTER "Quake3Arena"
#define HEARTBEAT_FOR_MASTER "QuakeArena-1"
#define FLATLINE_FOR_MASTER HEARTBEAT_FOR_MASTER
#endif

#ifdef _MSC_VER
Expand Down
4 changes: 2 additions & 2 deletions code/server/server.h
Expand Up @@ -276,6 +276,8 @@ extern cvar_t *sv_floodProtect;
extern cvar_t *sv_lanForceRate;
extern cvar_t *sv_strictAuth;
extern cvar_t *sv_banFile;
extern cvar_t *sv_heartbeat;
extern cvar_t *sv_flatline;

extern serverBan_t serverBans[SERVER_MAXBANS];
extern int serverBansCount;
Expand All @@ -298,12 +300,10 @@ void SV_AddOperatorCommands (void);
void SV_RemoveOperatorCommands (void);


void SV_MasterHeartbeat (void);
void SV_MasterShutdown (void);




//
// sv_init.c
//
Expand Down
2 changes: 2 additions & 0 deletions code/server/sv_init.c
Expand Up @@ -684,6 +684,8 @@ void SV_Init (void)
sv_lanForceRate = Cvar_Get ("sv_lanForceRate", "1", CVAR_ARCHIVE );
sv_strictAuth = Cvar_Get ("sv_strictAuth", "1", CVAR_ARCHIVE );
sv_banFile = Cvar_Get("sv_banFile", "serverbans.dat", CVAR_ARCHIVE);
sv_heartbeat = Cvar_Get("sv_heartbeat", HEARTBEAT_FOR_MASTER, CVAR_INIT);
sv_flatline = Cvar_Get("sv_flatline", FLATLINE_FOR_MASTER, CVAR_INIT);

// initialize bot cvars so they are listed and can be set before loading the botlib
SV_BotInitCvars();
Expand Down
16 changes: 10 additions & 6 deletions code/server/sv_main.c
Expand Up @@ -58,6 +58,9 @@ cvar_t *sv_floodProtect;
cvar_t *sv_lanForceRate; // dedicated 1 (LAN) server forces local client rates to 99999 (bug #491)
cvar_t *sv_strictAuth;
cvar_t *sv_banFile;
cvar_t *sv_heartbeat; // Heartbeat string that is sent to the master
cvar_t *sv_flatline; // If the master server supports it we can send a flatline
// when server is killed

serverBan_t serverBans[SERVER_MAXBANS];
int serverBansCount = 0;
Expand Down Expand Up @@ -232,7 +235,8 @@ but not on every player enter or exit.
================
*/
#define HEARTBEAT_MSEC 300*1000
void SV_MasterHeartbeat( void ) {
void SV_MasterHeartbeat(const char *message)
{
static netadr_t adr[MAX_MASTER_SERVERS][2]; // [2] for v4 and v6 address for the same address string.
int i;
int res;
Expand Down Expand Up @@ -315,9 +319,9 @@ void SV_MasterHeartbeat( void ) {
// ever incompatably changes

if(adr[i][0].type != NA_BAD)
NET_OutOfBandPrint( NS_SERVER, adr[i][0], "heartbeat %s\n", HEARTBEAT_FOR_MASTER );
NET_OutOfBandPrint( NS_SERVER, adr[i][0], "heartbeat %s\n", message);
if(adr[i][1].type != NA_BAD)
NET_OutOfBandPrint( NS_SERVER, adr[i][1], "heartbeat %s\n", HEARTBEAT_FOR_MASTER );
NET_OutOfBandPrint( NS_SERVER, adr[i][1], "heartbeat %s\n", message);
}
}

Expand All @@ -331,11 +335,11 @@ Informs all masters that this server is going down
void SV_MasterShutdown( void ) {
// send a hearbeat right now
svs.nextHeartbeatTime = -9999;
SV_MasterHeartbeat();
SV_MasterHeartbeat(sv_flatline->string);

// send it again to minimize chance of drops
svs.nextHeartbeatTime = -9999;
SV_MasterHeartbeat();
SV_MasterHeartbeat(sv_flatline->string);

// when the master tries to poll the server, it won't respond, so
// it will be removed from the list
Expand Down Expand Up @@ -1139,7 +1143,7 @@ void SV_Frame( int msec ) {
SV_SendClientMessages();

// send a heartbeat to the master if needed
SV_MasterHeartbeat();
SV_MasterHeartbeat(sv_heartbeat->string);
}

//============================================================================
Expand Down

0 comments on commit 67a8b27

Please sign in to comment.